Difference between revisions of "Paragon paths (4E)"
(Ritualist, Polymath) |
m (€ => ·) |
||
Line 75: | Line 75: | ||
''You point out a weakness in the target’s defenses.'' | ''You point out a weakness in the target’s defenses.'' | ||
− | '''Encounter | + | '''Encounter · Martial''' |
'''Minor Action Ranged 10''' | '''Minor Action Ranged 10''' | ||
Line 87: | Line 87: | ||
''Hm… Didn’t I read about this somewhere?'' | ''Hm… Didn’t I read about this somewhere?'' | ||
− | '''At Will | + | '''At Will · Martial''' |
'''Minor Action Personal''' | '''Minor Action Personal''' | ||
Line 96: | Line 96: | ||
''Sandalwood fire! Add this sandalwood to the fire! The creature cannot stand sandalwood!'' | ''Sandalwood fire! Add this sandalwood to the fire! The creature cannot stand sandalwood!'' | ||
− | '''Daily | + | '''Daily · Martial''' |
'''Minor Action Burst 10''' | '''Minor Action Burst 10''' | ||
Line 124: | Line 124: | ||
''Your form becomes malleable and shifting as you assume a new shape.'' | ''Your form becomes malleable and shifting as you assume a new shape.'' | ||
− | '''Daily | + | '''Daily · Arcane, Polymorph''' |
'''Minor Action Personal, Stance''' | '''Minor Action Personal, Stance''' | ||
Line 134: | Line 134: | ||
''Suddenly, you grow fins.'' | ''Suddenly, you grow fins.'' | ||
− | '''Daily | + | '''Daily · Arcane, Polymorph''' |
'''Minor Action Personal''' | '''Minor Action Personal''' | ||
Line 150: | Line 150: | ||
''Your body blurs and changes into a monstrous, armored form suitable for combat.'' | ''Your body blurs and changes into a monstrous, armored form suitable for combat.'' | ||
− | '''Daily | + | '''Daily · Arcane, Polymorph''' |
'''Minor Action Personal, Stance''' | '''Minor Action Personal, Stance''' | ||
Line 174: | Line 174: | ||
''A short ritual, and your power is complete!'' | ''A short ritual, and your power is complete!'' | ||
− | '''Encounter | + | '''Encounter · Arcane''' |
'''Standard Action Personal''' | '''Standard Action Personal''' | ||
Line 184: | Line 184: | ||
''They say this is impossible!'' | ''They say this is impossible!'' | ||
− | '''Daily | + | '''Daily · Arcane''' |
'''Standard Action Personal''' | '''Standard Action Personal''' | ||
Line 194: | Line 194: | ||
''You take out a small idol and link it to the target. Now the true battle begins!'' | ''You take out a small idol and link it to the target. Now the true battle begins!'' | ||
− | '''Daily | + | '''Daily · Arcane''' |
'''Standard Action Ranged 20''' | '''Standard Action Ranged 20''' |
Revision as of 18:48, 27 August 2008
4th Edition Dungeons & Dragons |
Harrower
I see doom in the cards!
Prerequisites: Harrow Reading feat
Harrower Paragon Path Features
Harrower Action (11th level): You can use an action point to reroll any die roll you have just made. Use the better roll.
Ritual Insight (11th level): You and allies within 5 squares get a +2 power bonus to skill checks involving scrying and divination rituals.
Harrow’s Favor (16th level): Once per encounter, when you draw or deal a harrow card or make a roll for a random Harrower ability, you can reroll or redraw. You must accept the result of the second roll or draw.
Harrower Pacts
Momentary Opportunity Harrower Attack 11
You gain insight and power from the cards.
Encounter · Shadow
Minor Action Personal
Randomly select one daily attack power you know, including ones you have already used and powers you know which are not ready (like those in a spell book). You can use the randomly selected power once before the end of your turn, and this use does not count against your limit on daily uses of this power.
Fortunate Fates Harrower Utility 12
You draw a single card and interpret it favorably.
Encounter · Shadow
Standard Action Ranged 10
Effect: Roll 1d6 and read the table below. then decide to apply the benefit to yourself or an ally in range. If you have a Harrow deck prop, draw a card instead of rolling the die.
- (Hammer) Target gains a +2 power bonus to Fortitude defense and melee attack rolls until the end of the encounter.
- (Key) Target gains a +2 power bonus to Reflex defense and ranged attack rolls until the end of the encounter.
- (Shield) Target gains target gains his Con bonus + level temporary hit points and a +2 power bonus to close attack rolls until the end of the encounter.
- (Star) Target gains a +5 power bonus to Insight and Perception until the end of the encounter.
- (Book) Target gains a +2 power bonus to Armor Class and area attack rolls until the end of the encounter.
- (Crown) Target gains a +2 power bonus to Will defense and skill checks until the end of the encounter.
Doom Draw Harrower Attack 20
You draw a single card and find a foe’s weakness.
Daily · Shadow
Standard Action Ranged 10
Target: One creature Effect: Roll 1d6 and read the table below If you have a Harrow deck prop, draw a card instead of rolling the die.
- (Hammer) Target takes a -2 power penalty to Fortitude defense. Save ends.
- (Key) Target takes a -2 power penalty to Reflex defense. Save ends.
- (Shield) Target gains takes continuing damage equal to half your level. Save ends.
- (Star) Target takes a -2 power penalty to Insight and Perception. Save ends.
- (Book) Target takes a -2 power penalty to Armor Class. Save ends.
- (Crown) Target takes a -2 power penalty to Will defense. Save ends.
Loremaster
Ask, I shall know!
Prerequisites: Training in Arcana, History, Nature, and Religion.
Your knowledge and expertise gives you an advantage in almost any situation.
Loremaster Paragon Path Features
Loremaster Action (11th level): When you or an ally within sight spend an action point to get an extra action, you can make any knowledge check that would be helpful in this situation. This is an extra chance to know something in addition to normal knowledge checks.
Lore Mastery (11th level): You gain a +2 bonus to Arcana, Dungeoneering, History, Nature, and Religion checks.
Loremaster Tactics (16th level): Once you have fully identified a particular creature with a the proper knowledge roll (DC 25 for heroic creatures, DC 30 for paragon creatures, DC 35 for epic creatures) you score a critical hit against that creature on a roll of 19-20.
Loremaster Exploits
Chink in Armor Loremaster Attack 11
You point out a weakness in the target’s defenses. Encounter · Martial
Minor Action Ranged 10
Target: One creature
Effect: Target suffers a -2 penalty to all defenses until the end of your next turn.
Introspection Loremaster Utility 12
Hm… Didn’t I read about this somewhere?
At Will · Martial
Minor Action Personal
Make a knowledge check, even if you already failed at this same knowledge check.
Exploit Weakness Loremaster Attack 20 Sandalwood fire! Add this sandalwood to the fire! The creature cannot stand sandalwood!
Daily · Martial
Minor Action Burst 10
Target: All enemies in burst
Effect: Select one type of damage, or untyped damage. All targets with a vulnerability to that type of damage increase that vulnerability by 10 for the rest of the encounter and targets with resistance to that damage have that resistance negated.
Polymath
I am everything!
Prerequisites: Elemental, Fey, Shapechanger, Primal, or a power with the primal or arcane origin.
You become a master of many forms, a shape shifter who adapts to every situation.
Polymath Paragon Path Features
Polymath Action (11th level): When you spend an action point to gain an extra action, you also gain a free use of Polymath Focus that counts neither as an action or against the limit on uses per encounter.
Polymath Restoration (11th level): When you use Second Wind, you can use any Polymath paragon power as a part of the same action.
Polymath Flight (16th level): You can use Polymath Adaptation to get a flight speed equal to your normal speed instead of one of the regular benefits. You are a poor flier and cannot fly more than ten feet off the ground (which leaves you in reach of Small and larger opponents). You can use Jump to temporarily gain greater altitude without crashing.
Polymath Spells
All polymath powers involve changing your shape, and the following applies to all of them: You change shape into any shape of the same basic build and size, but not a specific individual. This shape resembles you, and can be recognized with an Insight roll against a DC of your Bluff +10. You are not limited to types of creatures that exist. You must keep the same form for the entire duration, but can end the effect as a minor action. See Monster Manual p. 280 for more on Change Shape.
Polymath Focus Polymath Attack 11
Your form becomes malleable and shifting as you assume a new shape. Daily · Arcane, Polymorph
Minor Action Personal, Stance
You change your shape into one suitable for a specific skill or attack. Chose one attack power or skill appropriate to the shape assumed when activating Polymath Focus; you gain a +2 power bonus to attack rolls or skill checks (as appropriate) when using this specific power or skill.
Polymath Mobility Polymath Utility 12
Suddenly, you grow fins.
Daily · Arcane, Polymorph
Minor Action Personal
You change your shape into one that lets you move more freely. The change lasts until you rest. You gain one of the following benefits. This lasts as long as you remain in the same form.
- Climb speed equal to your normal speed.
- Aquatic keyword and swim speed equal to your normal speed.
- Forest Walk
- Swamp Walk
- Ice Walk
- Jump +5 and the ability to make running jumps when standing still
Polymath Avatar Polymath Attack 20
Your body blurs and changes into a monstrous, armored form suitable for combat.
Daily · Arcane, Polymorph
Minor Action Personal, Stance
You alter your own shape into one rippling with power. In this shape, you gain a +2 power bonus to all damage inflicted and to Armor Class. See Monster Manual p. 280 for more on Change Shape.
Ritualist
They say no-one can memorize this ritual? I can!
Prerequisites: Ritual Caster feat
Ritualist Paragon Path Features
Ritualist Action (11th level): You can spend an action point to reroll a skill roll you just made for a ritual. Use the better roll.
Ritual Mastery (11th level): You use rituals as if you were two levels higher than your actual level.
Ritual Power (16th level): You can perform a ritual at half the normal cost in time and components.
Ritualist Spells
Ritual Preparation Ritualist Attack 11
A short ritual, and your power is complete!
Encounter · Arcane
Standard Action Personal
One roll you make before the end of your next turn receives a +5 power bonus.
Battle Ritual Ritualist Utility 12
They say this is impossible!
Daily · Arcane
Standard Action Personal
Use a ritual you know with a casting time of 10 minutes or less.
Ritual Proxy Ritualist Attack 20
You take out a small idol and link it to the target. Now the true battle begins!
Daily · Arcane
Standard Action Ranged 20
Target: One creature
Effect: Until the end of your next turn, you have a ritual link to the target. You can use any standard action as if the target was standing next to you, with no benefit for cover or concealment. Ignore the normal rules for range, line of sight and line of effect. If the target cannot see you, you have combat advantage. Sustain Move: You can sustain this power as long as the target remains in range, even if it moves out of line of sight or line of effect.
4th Edition Dungeons & Dragons | |
Classes | Artificer • Avenger • Barbarian • Bard • Cleric • Druid • Fighter • Invoker • Paladin • Ranger • Rogue • Shaman • Sorcerer • Swordmage • Warden • Warlock • Warlord • Wizard |
Core | Characters • Feats • Skills • Paragon paths • Weapons • Magic Items • Rituals • Rules • Glossary |
Extra | Traits • Talents • Craft |